Final Primer 1
Final Primer 1
Final Primer 1
Quickstart Primer
T his is the quickstart primer for the Upwind rpg from Biohazard Games and Nocturnal Media
and is brought to you as a community-building stretch goal by the awesome backers of the
original Kickstarter campaign. This document introduces you to the setting and mechanics
and offers a ready-to-play adventure. Note that this is a radically simplified version of the Upwind
game. The full text of the core book provides numerous rules enhancements, explanations and ex-
amples and the setting is a vast and evocative realization of a strange and fantastical world.
Permission is granted to share and copy this document as long as there is no commercial use.
©2017 Biohazard Games. All rights reserved. Reproduction without the written permission of the publisher is
expressly forbidden, except for the purposes of reviews, and for the blank character sheets, which may be repro-
duced for personal use only.The Q System is a trademark of Biohazard Games. All rights reserved. All characters,
names, places and text herein are copyright by Biohazard Games.
CONTENTS
Upwind Quickstart Primer 3 The Kingdoms in the Light 17
The Basics 3 Arcanotechnology 18
The Q System 4 Arc 18
Decks and Hands 4 Telling Time 18
Characters 5 The Twilight Frontier 18
Calling Plays 5 Skyships 19
Challenge Level 6 Relics 20
Crowning 7 The Explorer Knights 20
Jokers 7 Bait and Switch 22
Ties 7 Background and Adventure Summary 22
Potential Plays 8 Introduction 22
Using Potential Outside Plays 8 Ruse Ruse Ruse Your Boat 23
Teamwork 8 Majestic Montage 24
Reshuffling 9 Crew, Sailors or Pirates... Oh My! 24
Discarding and Redrawing 9 Baiting the Trap 26
Caches 9 Foreshadowing 27
Optional Caches 10 Endless Skies 27
Assigning Caches 11 Are You My Mommy? 27
Moderator Caches 11 Past Glories 29
Wounds and Injury 12 What’s this rumor about shares? 29
Healing 13 Plan? There Ain’t No Plan 30
Weaving Outcomes into Narratives 14 Into to the Frontier 31
The Light and the Dark 15 The Enemy of My Enemy 33
The Masters of the Wind 15 The Dread Pirate’s Lair 33
The DownFall 15 Dread Pirate Who? 34
The Kin 15 What’s Next? 35
A Primer on the Upwind Setting 15 GTFO 35
The Children of the Dark 16 Aftermath 37
Potential 16
UPWIND
QUICKSTART
PRIMER
I magine Bakshi’s classic animated film Wizards had a head-on collision with Disney’s
Treasure Planet and the resulting fire was put out with a whole lot of Studio Ghibli’s
Castle in the Sky. That, in an animated mash-up, is Upwind.
THE BASICS
The Setting elemental powers. Duty-bound to the Guild,
U
they lead missions across dangerous skies and
pwind presents a fantastical setting expeditions into the uncharted Dark. Upwind
where the remains of a broken world has a strong maritime theme with Wind-pow-
drift through a sky divided into the Dark ered skyships serving as the backbones of trade
and the Light.The Kin, the people of the Kingdoms and defense, while exploration, mystery, intrigue
in the Light, inhabit these floating islands while and war form the backdrop of the narrative.The
the Children of the Dark dwell far below where Age of the Grand Amplifier is said to be draw-
the Light does not reach. The Wind is a power- ing to a close, the Children of the Dark threat-
ful, supernatural force energizing the machines of en from below, and the Kin misunderstand the
the Kin and charging the elemental Potential they truth about both.
all wield. Lost technology is the currency of the
Kingdoms, scavenged from the remnants of the The Mechanics
Masters of the Wind — a culture destroyed long Upwind uses an original game system called
ago in the great cataclysm known as the DownFall. Q. Unlike most systems Q does not shape the
The young civilization of the Kin has been reborn narrative by resolving character actions one
and struggles both with itself and the Children of at a time. Instead Q works through a sort of
the Dark as it strives to recover. quantum mechanic, determining detailed out-
The Basics
What You Need • Printouts of the pregenerated characters, a
different one for each player.
to Play: • This document — particularly the adventure
• 3 to 6 enthusiastic friends, one of whom is outline at the end — for the moderator’s
willing to learn these rules and run the game. reference.
• A deck of standard playing cards for each par- • 2–4 hours to play.
ticipant.
THE Q SYSTEM
U pwind uses an original game system
called Q. Like most game mechanics
it provides a framework of objectivity
and chance that helps guide and drive the game’s
story by determining singular outcomes for en-
damaged.The ship is losing altitude fast and is about
to crash into a downwind highland. Rowan, a young
Knight, grabs the helm and shouts through the speak-
ing tube for the engineer to give him full power.
The moderator calls for a play and asks the play-
tire encounters. Q resolves encounters through er to suggest the stakes for which he would like to
a sort of quantum mechanic, determining which bid.The player says he wants Rowan to save the ship
of a pair of potential outcomes for a given sit- and crew and in doing so win the lasting admiration
uation will be used to continue the adventure of his Liegemen and earn a new Blaze of Rank from
narrative. These potential outcomes are deter- his superiors. The moderator agrees to those stakes
mined by cooperative negotiation between the and says that should he lose, the ship will crash and
game moderator and the players and proposed a full third of the crewmen will die. He also says that
as stakes for which the participants bid using his superiors will still award him the new Blaze for
hands of playing cards. his heroic actions, but that Rowan will feel so guilty
Example about the loss of life that he has trouble taking any
The EGS Vigilant has been hit by cannon fire from risks with his crew in the future.
a Child frigate and its induction hull has been badly
CHARACTERS
C haracters have three sets of attributes
— abilities, skills and Potential. For a
starting character, each set contains
three descriptive elements, each of which is as-
signed a relative value and a card suit. Abilities
Creative invention and interpretation of attri-
butes is one of the most entertaining aspects of
playing Upwind and part of the job of the play-
ers is to stretch their applicability as far as they
can. Applying attributes in diverse, clever or even
represent natural, innate character prowess and sneaky ways is an intentional part of the mechan-
aptitudes. Skills represent areas of knowledge ics and is intended to promote gamesmanship in
and physical proficiency in which the character the interactions between the participants.
has specific education, training and practice. Po-
tential represents the variety of unique elemen- Attributes and Suits
tal magic wielded by the Kin and most powerful- Each of a character’s attributes are associated
ly by the Explorer Knights. with a specific suit of cards. Their Potential abil-
Attributes in Upwind are narrative and unique ities all share a single suit, based on their char-
to each character. These descriptive attributes acter’s elemental affinity — diamonds represent
provide more specific information about who the Ore, clubs represent Arc, hearts represent Rain
character is, and makes them more versatile and and spades represent Wind.
effective in play. Having a skill defined by just the The three remaining, non-Potential, suits must
word “Swordsman” makes it clear that a charac- be linked to abilities and skills. It is up to the play-
ter can defend himself with a blade and is a good er which suits are assigned to which attributes,
fighter. However, “Finest Swordsman in All the but it is recommended that the three suits be
Guild” not only indicates great ability, but it also distributed optimally to maximize the chances
implies a level of fame and reputation that would of having applicable cards for each attribute.
allow the character to use the skill in non-combat
Whenever a play is called, the participants ne-
encounters as well — in circumstances involving
gotiate the stakes and then make bids. The num-
intimidation, cooperation and persuasion or pos-
ber of cards each of the participants has can bid
sibly even negotiation, diplomacy or seduction,
in a play ranges from one to three, limited by the
depending on the specific type of interaction.
level (1, 2 or 3) of the character attribute he is
using to resolve the encounter.
CALLING PLAYS
T he core mechanic of the Q-System is
the play. Plays are usually called by the
game moderator, but players are en-
couraged to request plays too. Since plays are
used to resolve whole encounters they are not
tential outcomes are interesting, dramatic or
significant, a play is worthwhile.
Setting Up a Play
Because the scope of a play is so broad, and be-
made as frequently as the die rolls of incremen- cause they resolve stakes in play, it’s important
tal game systems. Though plays can be made to use them when they are dramatically appro-
anytime, controlling the timing and set-up sig- priate for the narrative. Moderators should let
nificantly enhances the drama of plays and the the players roleplay part way through an en-
quality of the storytelling. Plays should usually counter — an interaction with pirate captain,
only be called when the possible outcomes are infiltration of an enemy stronghold
significant, the results of success or failure could or even a fight with a creature
be dramatic, or would have meaningful impact of the Dark; then ask for the
on the story. A good rule of thumb is if the po- play.
5
Calling Plays
Moderators should refrain from asking play- blind bids for proposed outcomes. Whenever
ers to use a specific attribute during the reso- a play is called, the participants negotiate the
lution of encounters — the equivalent of ask- stakes and then make bids. The number of cards
ing for a stealth roll, a bluff check or an attack each of the participants can bid in a play ranges
test. Encounters should be presented in ways from one to three, limited by the level (1, 2 or 3)
that the players can decide how they want their of the character attribute he is using to resolve
characters to handle them based on the cards in the encounter.
their hands and how well they can justify partic- Bid size can also be limited by the number of
ular interpretations of the attributes they want cards of a given suit that a player has available.
to use. Because each skill and attribute is assigned a
Players may only choose one attribute with specific suit, the cards used during the play must
which to resolve an encounter. It does not have match the suit linked to the attribute being used.
to apply to all the elements of the situation or If the player does not have as many cards of a
the proposed outcomes of the play, but it should given suit as he does ranks in the linked attri-
fit in a meaningful way. Even when more than one bute, he can only play as many cards as he has.
attribute can be used in the given circumstances Example
the mechanics only allow for one at a time, so
players should choose what fits best narratively Miram is trying to subdue a guard without alerting
or for which they have the best cards. The mod- the rest of the enemy crew. She has “Like a Blade in
erator has final determination about the suit- the Dark” at 3 and it is linked to spades. Unfortunately,
ability of any attribute for a given play. her play hand has only 2 spades — a 6 and a queen.
Unless she can play a cache or convince the modera-
Bidding tor how wisdom, compassion or nurturing reason could
help her silence a guard so she can use a crowning
Q’s core mechanic is based on the moderator
card, her score will be a 16 if she uses that attribute.
and players using hands of playing cards to make
CHALLENGE LEVEL
T he number of cards the game moderator
bids is based on the difficulty level he as-
signs to the encounter — easy (1), medi-
um (2), hard (3). As with player bids, all cards bid
by the moderator in a given play must be of the
plays — see below. Jokers have no point value
but automatically win plays in which they are bid.
Example
Domnall is trying to force open a locked hatch on a
same suit. This is an essential balancing mechanic burning ship to free those trapped inside. He has the
that compliments the players’ suit limits. attribute “Strong as an Ox” at level 2 and it’s linked to
diamonds.The player has the 4, 7 and 10 of diamonds
When making a bid, the participants consider in his play hand and the moderator states that the
the contents of their hands — looking at the difficulty level is “easy” so he will only play one card.
values they have in each suit and how effective
these will let them be in using specific character Knowing the moderator can only play the one card
attributes. Once the participants have selected the player knows he cannot be beaten unless the
their cards they play them simultaneously, face moderator includes a crowning or cache card or plays
up. The hand with the highest point total wins, a joker.The player takes a chance that the moderator
determining which of the two proposed out- will not spend higher cards on this minor encounter
comes is incorporated into the story. and saves the 10, and his own cache cards, for later.
He bids the 4 and the 7 for a total of 11.
The point values of each number card equal
the number on that card. Face cards — jacks, The moderator’s highest single card is a jack, but
queens and kings — and aces all have a value since he cannot justify crowing the jack in this en-
of 10 points in any play. These are counter he decides to save it for a subsequent play.
exceptionally powerful cards Instead he plays an 8 of clubs and opts to use one
however, in that face cards and of his plot cache cards which turns out to be a 2 for
aces can be used to crown a total of 10.The player wins.
6
JOKERS
J okers are powerful cards in Q, rep-
resenting consummate skill, ability or
uniquely potent luck. When a joker is bid
or played as a crowning or cache card, whoever
bid the card automatically wins the play, regard-
If a joker is pulled to crown, serve as a cache
card, or as a tie breaker during a play, it has the
same effect as if it were played in the original
bid — that hand wins automatically, and then
the joker dies.
less of any other cards played. Jokers are con- After a joker is played as part of a bid, all
sidered “suitless” and may be played for any at- participants in the game must immediately dis-
tribute, including Potential powers. Jokers “die” card their current play hands, shuffle their play
after use — the participant who played his joker discards into their play decks and redraw. The
must remove it from his deck for the remainder intention of this rule is to provide players the oc-
of the session. casional chance to flush bad hands and to provide
suspenseful limits on hoarding good cards.
TIES
I f a tie bid occurs during a play the partici-
pants must escalate the stakes by negotiating
additional elements into the two potential
outcomes.Then, after agreeing to the new stakes,
each participant may add one additional card of
participants can play a card, they all draw random
“suitless” cards from their play decks as if crown-
ing, add them to their bids, and the highest score
wins. If by chance there are subsequent ties then
the process should be repeated, with the stakes
the appropriate suit from her hand to her bid and rising further and additional tie breaking cards
the new high score wins. If only one of the par- being added or drawn until a winner
ticipants can play a card from the appropriate suit is determined.
she automatically wins the stakes. If none of the
Ties
Example The player and moderator make bids and tie at
The player wants Lajos to successfully impersonate 22 points apiece.The player adds the capture of the
a Loftian noble and replace the real navigational smuggler chieftain to his stakes and the moderator
chart with a counterfeit version, without the switch adds that the smugglers will also take the Loftian
being discovered until the smugglers have delivered noble’s daughter hostage.
their cargo to the crew waiting to spring an ambush. They each simultaneously add one additional
The moderator says if the player loses the smugglers card from their hands to their bids. The player add-
will see through the subterfuge and disappear with ed a 4 for a total of 26 and the moderator added
the cargo. a 9 for a total of 31. Not only do the Knights now
have to find the smugglers all over again, they have
to rescue the Loftian girl as well.
POTENTIAL PLAYS
T he Potential deck represents the source
of a character’s elemental power and is
restricted to the suit that symbolizes
the single cardinal element with which the char-
acter has affinity.
When a player uses his Potential as part of
a play, he must power the play exclusively with
cards from his Potential deck. Playing a joker is
the only exception to this rule (see Jokers).
USING POTENTIAL
OUTSIDE PLAYS
C ards are spent from the Potential hand
whenever a character uses magic. If a
character uses Potential as part of the
narrative — in a story circumstance that does
not merit a play — the player must power that
represents the successful use of Potential, the
numerical value of the card determines the
narrative potency and relative effectiveness of
the character’s magic. Using potential is difficult
and even experienced users do not always have
use by randomly discarding a single card from precise control over the level of power and ulti-
his Potential hand. Though playing such a card mate effects of their magic.
TEAMWORK
I f one or more characters can meaningfully
combine their attributes in the resolution
of an encounter they can choose to use
teamwork — representing the practiced coor-
dination of abilities, skills and Potential. When
most of their lives — and simply requires a little
creative description to be successful.
Helping characters may each provide one
card for a given play, but that card may only be
a 2 or a 3, and of the suit assigned to the ability,
using teamwork one character must act as the skill or Potential each is using to help.The values
primary and any helpers as secondaries, and all of any cards played as teamwork are added to
participants must justify to the satisfaction of the total score for the primary player’s bid, just
the moderator how one of their characters’ at- like crowning or cache cards. Secondary help-
tributes are contributing to the collective effort. ers may not crown or contribute cache cards to
This kind of cooperation is second nature to teamwork plays.
Knights — how they have lived and trained for
DISCARDING
AND REDRAWING
T here are times during play when play-
ers must discard cards to reduce their
hand size — most commonly to simu-
late wounds
designated number of discards from their hands
and place them in their respective discard piles.
As characters heal they should draw cards from
their respective decks and add them to their
hands.
When players must discard one or more
cards for injury they should randomly select the
CACHES
C aches — as in a stashed supply — are
bonus cards that can be added to bids
to increase the scores for given plays
and are mechanically similar to crowning. Caches
represent advantage, motivation, inspiration and
the raging weather, Evengi puts everything he’s got
into the effort and the player puts everything into
the play — including his Knights’ cache. He draws
the cache card from his play deck and gets a 7,
bumping his play score from a 24 to a 31.
knowledge provided by character experience, There are two general types of caches —
valuable equipment, special training, powerful innate and story. Innate caches are most often
allies or other unique narrative circumstances. associated with special objects or powerful peo-
Cache cards must be committed to a given ple. They are usually permanent and perpetually
play before the bids are revealed. Only a single available to those using the given item or playing
cache may be added to a given play, even if the the specific character. Innate caches are replen-
acting player has several caches that apply to the ished at the start of every session.
situation. Plays in which cache cards are used Story caches are temporary and are usually
may also be crowned as normal, but cache cards associated with unique circumstances, limited ef-
themselves are never crowned. fects, or one-off events.They may be may be avail-
Cache cards can be used on any play, whether able to individuals or to a group of characters as
it be abilities, skills, or Potential. Regardless of a shared pool. When cards are used from a story
the ability used, cache cards are always drawn cache, they do not refresh.
from the play deck, never from the Potential Every cache has a trigger — the circumstanc-
deck. Like crowning cards, cache cards are con- es around a play that allow a player to use a card
sidered “suitless” when used. from a given cache. Triggers are specific circum-
Example stances, activities or events that should be clear-
Every Explorer Knight has a 1-card Knights’ cache for ly defined by the moderator when a given cache
the achievement, pride and authority of being a Knight, is assigned to an object or awarded to a party.
and this cache can be used in any circumstance. Example
Evengi is at the helm during a Potential storm. He • Appropriate in-game use of the particular item
has the skill “Born to Fly” at 3 and the player has such as a relic or experimental
the 5, 9 and 10 of the appropriate suit in his hand. device with which the cache is
Desperate to see the ship and crew safely through associated.
9
Caches
• Fighting a specific type of foe or individual — like character is separated from his Knights’ blade
pirates, sky dragons, Children of the Dark or a per- for any reason, not only physically but, more im-
sonal nemesis — to which the cache was assigned. portantly, psychologically, he loses his Knights’
• Direct actions taken in service to a specific per- cache and may not replenish it until his blade is
son, group or cause for which the cache was orig- recovered or replaced.
inally granted.
• Specific environmental conditions unique to the
Lineage Cache
This cache models a character’s natural facility
cache such as traveling in the Dark, being lost in
with specific types of Potential based on her lin-
the sky or avoiding hunting predators.
eage. This cache may only be used in plays using
• Actions taken in pursuit of a specified the goal, Potential attributes.
target or mission related to the cache.
OPTIONAL CACHES
M oderators and players are encour-
aged to work together to create
additional, optional caches as part of
ongoing play as fits their stories, interests and
play styles. The following examples describe
Narrative Caches
Narrative caches are assigned by the moderator
when events in the current adventure provide
valuable advantage or information to the char-
most options: acters. Moderators can award narrative caches
at any time, but they are typically built into the
Equipment Caches outcomes associated with plays — as part of the
Equipment caches are innate caches assigned to players’ or moderator’s stakes. Narrative caches
equipment and are triggered when characters use are usually story caches but could be innate un-
those items in a play. Such caches are most com- der the right circumstances.
monly assigned to Relics or other similarly unique Example
arcanoelectrical devices and so usually only avail- The characters have been assigned a mission to de-
able to characters who use these artifacts. liver a diplomat to the mysterious and isolationist
Example Cloud Principality and to provide whatever assis-
Izak has a bundle of uniquely fine tools for use in tance she requires during her negotiations. In an ef-
delicate arcanoelectrical repairs. The tools give him fort to prepare for the trip, Lujza spends time in the
a 1-card innate cache that can be used whenever Scholar’s Library reading up on Cloud. For her effort
the play involves fixing, modifying or building com- the moderator awards her a 1-card cache that her
plex machines or devices. player can use when a future play involves an aspect
of Cloud culture.
10
MODERATOR CACHES
L ike players, moderators have a selection
of caches they can add to their plays.
Unlike player caches, moderator caches
are assigned to various aspects of game play and
triggered not by specific circumstances but by
These caches are usually tapped whenever the
unique behavior, tactics or objectives of the op-
position are central to the play.
Plot Cache
the rules of good storytelling. This means that Plot caches are assigned to the narrative itself
if the moderator believes the drama, tension or and are used when the moderator thinks added
excitement should be higher during a play, or if drama, excitement or challenge would make the
by winning the stakes the story would go in a story better. Like a player’s Knights’ cache, moder-
more interesting direction, he is encouraged to ators can use Plot caches whenever they choose.
trigger the associated cache. Moderator caches
The size of each moderator’s cache depends
replenish at the start of every game session.
on the number of players in the given session.
Setting Cache 1–3 players = 1 card per cache
Setting caches allow the moderator to empha- 4–6 players = 2 cards per cache
size particular aspects of the unique setting of 7+ players = 3 cards per cache
Upwind — the strange geography, natural haz-
ards, inherent dangers and the abundant myster- If asked, moderators must tell players how
ies. Moderators usually play cards from setting many cards remain in their caches, and like play-
caches whenever the nature of the environment ers, moderators may only use a single cache
itself is important to the play being made. card in a given play.
Moderator Caches
circumstances — particularly dangerous mis- Challenge caches are typically story caches
sions, exceptionally skilled or clever foes, unre- that do not refresh, and are usually assigned as
liable ships, mutinous crews or pieces of worn narrative elements or as part of the stakes for
out and malfunctioning equipment. The moder- a play. Challenge cards represent a clear threat
ator must assign challenge caches specific trig- hanging over the player, and so can color the op-
gers that define how and when the cache can be tions and influence the actions of the players in
added to a relevant play. interesting ways leading up to related plays.
12
HEALING
C haracters heal naturally at a rate of 1
card for every three clocks of in-game
time; that is, For every three clocks
that pass, the playercan restore 1 card to his
play hand up to the healthy maximum of 6 cards.
for every two clocks. No plays are required to gain
this benefit from healing skills.
Healing skill plays can be made for battlefield
first aid, conducting research or experiments, sav-
ing limbs, attaching arcanoelectrical prosthetics, at-
If a character receives skilled medical care tending to a birth, running a hospital or other such
at the time of his injury, he may heal 1 card for challenging, medical circumstances.
every face card the healer is willing to discard Magical healing requires the abilities of a char-
from his play hand. Face cards drawn to replen- acter with some form of healing Rain Potential,
ish those spent for healing may not be used for and will immediately restore one play hand card
healing those same injuries. for every Potential hand card spent to power the
Thereafter, if he recuperates under medical care, healer’s magic. Magical healing may be used more
the injured character heals at the rate of one card than once on the same character for the
same injuries.
13
Healing
WEAVING
OUTCOMES
INTO
NARRATIVES
O nce the outcome of a play has
been determined, the moder-
ator — with the help of the
players — must integrate the events
of the winning stakes into the ongo-
ing narrative. This is usually as simple
as describing how the stakes play
out, using as much detail and flair
as fits a given gaming group’s style
of play. The intention is to tie the
outcome seamlessly onto the
thread of what has happened
before while simultaneously
setting up whatever might hap-
pen next — the next event, en-
counter, or character interac-
tion. This description-focused
resolution allows for fluid pac-
ing and dynamic storytelling.
14
A PRIMER ON
THE UPWIND
SETTING
THE LIGHT AND THE DARK
T he Light and the Dark are the borders
of existence. The Light shines from
above, a bright, sourceless glow that
never fades.The Light fills the sky and is the des-
tination towards which the Wind always flows.
The space between, the skies of Upwind, hold
the highlands, the drifting debris of an ancient,
broken world. These stony islands drift slowly
across the sky, buoyed on the elemental power
of the Wind, casting their vast shadows over the
The Dark is the void below, a shadowed and dim darkened realms below.
realm up from which the wind forever blows.
THE DOWNFALL
N o one knows how the world of the
Masters came to an end. Historians
have little to go on, and Guild archeol-
ogists argue over contradictory evidence. What
is widely believed is that unknown cycles ago a
ed in apocalyptic disaster.This event is called the
Great Catastrophe by some, The Cataclysm or
The Wrath of the Wind by others, while some
cultures refuse to name it at all out of old su-
perstition. The Guild histories simply refer to it
great catastrophe befell the Masters — that de- as the DownFall.
spite their wondrous science all they were end-
THE KIN
T he Kin are the citizens of the Kingdoms in
the Light. Though the isolating geography
of their strange world has led to the devel-
opment of many races and unique cultures, all Kin
carry clear heritage from their original ancestral
narrow eyes, high cheeks, small noses and narrow
jaws. Their ears are wide, pointed and alert and
their hair is thick and heavy. Their arms and legs
are long with strong, four-fingered hands and nar-
row feet bearing four, almost-prehensile toes. Skin,
lineages. They are generally lean creatures, though hair and eye color vary widely with
those with Stone ancestry can be truly massive. the differences marking an indi-
Their faces are open and protracted, with bright, vidual’s ancestry.
15
The Kin
There is still much scholarly debate between archaeologists and
historians regarding the origin of the Kin. Though much of this de-
bate focuses on the mysteries of their ultimate genesis, there
is general agreement that modern Kin arose from four original
lineages that survived the DownFall. Scholars give them vari-
ous names which archaeological evidence perhaps inevita-
bly links to the four elements — the Spark, the Torrent,
the Stone and the Gale being the best translations.
THE CHILDREN
OF THE DARK
T he Children are the denizens of the Dark
and the long-standing enemies of the Kin.
There is little evidence of them from the
time of the Masters and so most historians believe
that, like the Kin, they were born of the same ca-
tastrophe that destroyed the old world. The King-
doms are rife with legends however, even though
encounters with the Children have been rare since
their sudden withdraw at the end of the Second
Incursion. Frighteningly, skirmishes with the Child
patrols have increased and Guild leadership is con-
cerned that a Third Incursion may be imminent.
Little is known about the Children. They are Kin-
like in form, but only the maddest scholars believe
they bear any actual relationship to the Kin. Chil-
dren are uniformly tall, pale and gaunt, with wide,
dark eyes that are extremely sensitive to light. They
are fast, agile creatures, with lean frames that belie
their considerable strength, and their warriors are
ferocious fighters.They typically wear heavy, fur-lined
leathers reinforced with intricately worked armor
plates and are armed with large swords, lethal pow-
der guns and crude arcanoelectrical weapons.
POTENTIAL
T he skies of the Realms seethe with raw
elemental power, infused into all things by
the enigmatic force of the Wind.This arcane
Potential manifests in the cardinal elements, each in
opposition, each holding dominion in its quarter.
Every Kin is empowered with Potential and
the ability to bend it to their wills. The least child
can direct dust motes, raindrops, and sparks to his whim.
The average adult can ignite a twig, snuff a candle or fill
a glass with a simple impulse. Those with deep enough
Potential can burn sails, launch boulders, and knit flesh, and
trained elementalists can tame storms, flood rivers, blast
16
Verdant Highstone
Verdant is one of the largest of the Kingdoms in Verdant is home to one of the greatest of all
the Light and is governed by the constitutional Kin cities, the metropolis of Highstone. Over
monarchy of Her Righteous Majesty Elsa Elena 100,000 people live in the capital and its envi-
Worthies and her Parliament of Lords. Other rons. Kin from all over the Kingdoms know of
realms may lay claim to greater natural resourc- the city and every sailor, trader, politician and
es — metal ores, timber, undiscovered Masters’ scholar has visited there at one time or another.
ruins — but Verdant unequivocally holds title The city is a sprawling port of stone and ele-
to superior scholars and grander industry. The mental glass clinging to the very windward edge
scholars, scientists and engineers of Verdant of the highland. Shipyards, docks and warehous-
are the most skilled in the Realms and the best es clog the shore and what space is
universities and the most innovative guilds have left is packed with the countless
become a locus for bright and creative minds. windmills that feed the city’s in-
satiable hunger for arc.
17
ARC
E lectrical Arc is a form of Potential magic,
but it is also akin to the electrical energy
by which arcanotechnology is powered.
Arc is the lifeblood of the Kingdoms and is most
commonly generated by large mills built out over
tories, charge spark bottles and power all manner
of other smaller machines, devices and appliances.
Arc is also generated by the interaction be-
tween certain kinds of arcane devices and the
elemental force of the Wind. Perhaps the most
the edges of the highlands where the mundane important of these devices are the induction hulls
updrafts of the Wind continually turn their vanes. that buoy sky ships in the sky. Induction hulls hold
The mills generate power that is fed directly to the ships aloft as well as generate the arc needed
the grids of local settlements where it is used to to power the ships’ circuit boxes and charge any
heat homes, provide light, drive trolleys, run fac- arcanoelectrical fixtures and armaments.
TELLING TIME
I n a world without day or night, where dark-
ness comes randomly and there are no sea-
sons, sun, moon or even stars, there is no
natural way to mark the passage of time. This
conundrum is a constant challenge for govern-
Kingdoms, or even towns within a single realm,
are wild and arbitrary.
In the lands of Verdant, individual settlements
typically utilize bell towers or Wind-powered
horns to mark the passage of time, sounding
ments and industry throughout the Kingdoms at points spaced evenly throughout a repeating
in the Light. There have long been clockwork schedule. They sound five times to signify the
and arc-powered chronometers, but no prac- end of sleep, four times for the mid-work break,
tical way to synchronize them between cities, three times for dinner, two times near bedtime
much less within a fleet or across a Kingdom. and once well after most decent folk have long
As a consequence, time differences between since gone to sleep.
SKYSHIPS
S kyships are beautiful, romantic, powerful
symbols of Kin culture, exemplifying the
sophistication of their own engineering
as well as its synergy with the science of the Mas-
ters. These airborne sailing vessels allow the Kin
to travel between the highlands and to delve into
the Dark in search of treasure. There are count- When interfaced with a circuit box the net-
less designs, from skiffs, cutters and barges to gal- works allows the hull to catch the arcane up-
leys, frigates and great men of war, but they all drafts of the Wind, generating both elemental
share a common element in their construction buoyancy and electrical arc. The buoyancy can
— the induction hull. be manipulated to raise and lower the hull, and
Shipwrights integrate networks of filament the arc can be siphoned off to power ship sys-
arrays, acanoelectrical capacitors, and discharge tems and charge spark bottles wired into the
collectors within the structure of skyship hulls. onboard grid.
RELICS
E xplorer Knight characters typically start
play with all the basic equipment they
need, including their Knights’ blades. Ev-
ery knight character also begins play with one
unique item of equipment called a relic, intended
Relics are often family heirlooms, or things
passed from master to apprentice or from
mentor to student. Sometimes Guild captains
decide to entrust such objects to the use of
a particular Knight who has demonstrat-
to enhance his character concept, role and ef- ed unique ability exploiting the specific item.
fectiveness within the party. Typically this device, Relics are often Masters’ artifacts, or at least
tool, weapon, talisman, artifact or other piece of composed in part of Masters’ technology and
gear is an iconic object that provides a character though they can be mundane, many are imbued
with unique capabilities, and further defines his with elemental magic.
personality, history or style.
20
21
Explorer Knights
BAIT AND
SWITCH
A tale in which things are not what they seem
and wrongs may just be proven right.
BACKGROUND AND
ADVENTURE SUMMARY
B ait and Switch is a one-shot adventure
to introduce your gaming group to
the world, mechanics and themes of
Upwind. Though not every situation can be ac-
counted for, suggested plays and outcomes are
As it turns out, Margit is really just a charismat-
ic book-keeper with excellent logistics skills. Af-
ter several towns — including her own — along
the Vaulish frontier were pillaged and burned by
the mercenaries the Vaulish parliament calls its
included for each encounter to help you learn navy, Margit formed the survivors into a crew
the art of negotiating stakes and run the adven- and fled to the skies. Her own pirating began as
ture effectively. a necessity to provide food and supplies for her
In Bait and Switch, the player characters are people. Very intentionally however, she has re-
Knights of the Guild’s 5th Fleet, obligated by stricted her targets to the mercenary ships and
the Treaties of the Convocation to help police fat merchantmen belonging to the even fatter
the skies of the failing nation of Vault. Recently, members of the Vaultish government.
the region has come under siege by the pirate Pre-generated characters suitable for this
Dread Margit (pronounced Mar•geet) and her adventure are available on the Upwind down-
heavily armed frigate Hawk. The characters un- loads page of the Biohazard Games website.
dertake a clever false flag mission posing as des- Print them out, including some copies of their
perate merchants in an attempt to lure Margit descriptions, and let your players choose who
out into the open and bring her to justice. Un- they would like to play.
fortunately, in the dangerous skies of Vault not www.BiohazardGames.us
everything is as it seems and the Knights may
learn that wrongs can sometimes be right.
INTRODUCTION
T o set the stage at the
start of the game either
read the following aloud
or print out copies and have your players take
turns reading paragraphs aloud.
22
23
MAJESTIC MONTAGE
W hile the players will certainly come
up with ideas for possible stakes for
a ship repair montage, feel free to of-
fer ideas to help them understand the mechanics
and to lead them through this tutorial play. There
• The Majestic is left looking like a refugee from
the scrapyard but is secretly sound and ex-
ceptionally maneuverable. The players earn a
1-card story cache that may be used when
surprise or performance are essential to the
are a couple of local chandleries and lumber yards, play.
and negotiating with sly merchants claiming there • The Majestic is fitted with some extra can-
is a parts shortage might be a good way to set up non in hidden gun ports, making her secretly a
this encounter. Assume the characters have been more formidable opponent. The players can a
issued enough money to cover only basic repairs. 1-card story cache that may be used when in
The challenge level of the play should be based any plays involving ship to ship battles.
on what the players decide they want out of it. Moderator’s stakes (1):
Use the following suggestions to guide setting
the stakes. For each positive outcome the players • The Majestic appears skyworthy and ready to
want, consider raising the challenge level and be sail, but at a dramatic moment of the modera-
sure not to give them everything — make them tor’s choosing, a major malfunction will occur
pick and choose. Additionally, as they add positive complicating the action and imposing a 1-card
stakes be sure to add additional counter-stakes. challenge cache if the function of the ship is
essential to any associated play.
Player’s stakes:
• Even cursory inspection of the ship tells any
• The Majestic is repaired and essentially sky- sailor that she is not what she seems and is,
worthy. She will not win any beauty contests in fact, far more skyworthy than she appears.
and sails a bit like a brick but she will get the
characters where they are going without fall- • The repairs take six full clocks — twice as
ing out of the sky. long as planned — and in that time word the
Dread Pirate has struck again reaches Haven.
• The Majestic is rigged for surprising speed. This gives the moderator a 1-card challenge
The players earn a 1-card story cache that cache representing the stress of the delay and
may be used when extra speed is essential its impact on the confidence of the Knights.
to the play.
Avoid stakes for either side that would pre-
• The Majestic is reinforced and armored, mak- clude the players getting the Majestic underway
ing her exceptionally durable. The players as that would end the adventure. Instead, play
earn a 1-card story cache that may be used around with complications, delays and roleplay-
when extra defenses or resisting damage are ing concerns.
essential to the play.
CREW, SAILORS OR
PIRATES... OH MY!
24
H aven was once a
busy skyport town
and there are plenty
of down-on-their-luck sailors willing to sign on
— even onto a vessel in as poor a shape as the
Majestic. Haven is also...well...a haven for would-
26
FORESHADOWING
W hile the characters undertake
these various tasks, the moderator
should contrive to insert a seem-
ingly unrelated moment where the characters
encounter members of Vault’s mercenary navy
torch and taking back their plunder.” Perhaps
they are sitting around the docks while their
ship is resupplied or are drinking in a skyfront
tavern. They are clearly hard-worn and profes-
sional soldiers and the encounter should leave
who are bragging about “doing what the Knights the Knight’s feeling a little embarrassed and anx-
won’t,” and “breaking up a pirate encampment” ious to stop the pirates.
or even “putting those bandit towns to the
ENDLESS SKIES
T he next several encounters are option-
al and deciding which ones to include
should depend on how long you would
like to play and the enthusiasm and interests of
your players. They can occur in any order while
the Knights are in transit towards their antici-
pated confrontation with Dread Margit and her
pirates. In each case, as preludes to the encoun-
ters, read the indicated text to the players.
28
whispered conversation reach your ears. They carry • The crew mostly believes what the Knights
words like “each man a share,” “showin’ em what’s choose to tell it and continue working with
for,” “surprise surprise” and “privateer.” As a result, it more or less enthusiasm depending on possi-
soon becomes clear that something has convinced the bilities for financial gain.
Majestic’s crew that you are yourselves looking to turn • The new circumstances make the crew stead-
pirate and lure in an unwary prize. Maybe even play fastly loyal, either out of fear of the Knights or
a little turnabout on some sky bandits themselves? the promise of a massive score.
The crew may be mangey, desperate and mur- • The crew is willing to follow any order —
derous, but they are not stupid. Some of them even a dangerous one — without question.
have likely noticed the odd “refinements” the Moderator’s stakes (1):
Knights might have made to the derelict-look-
ing Majestic. Others have noticed that the ship is • The crew believes the Knights are lying to it
light on cargo or that the crates in the hold are but plays along in hopes of turning the situa-
full of junk. Others have certainly eavesdropped tion to its advantage.
on the Knights’ conversations or seen them use • The crew feels betrayed and mutinies at its
uncommonly potent Potential. Regardless, al- first opportunity.
ready a suspicious lot, the crew has realized the • The crew somehow discovers that the char-
characters are not merchants but likely pirates acters are in fact Explorer Knights, and plays
themselves with knowledge of a big score and a along out of fear of the lawmen. If the crew
clever plan to take it — and they want in. consists of mostly honest sailors they will de-
Eventually a spokesperson for the crew will mand to be let off at the nearest port. If they
offer a vague overture, implying that for fair are piratical, they will wait until Margit attacks
shares the crew is ready to do it’s part. How the and then try to win membership
Knights react and this plays out should depend in her crew by turning on the
on role playing but could include a play as well. Knights.
This is a great opportunity for the Knights to ply
29
30
If the Knights order the crew to turn and pur- • The Knights capture the huge woman — the
sue, the ship runs leading them into an ambush one they believe is Margit — and disable all
with two other ships as in Wounded Bird above. but one of her ships.
If the Knights ignore it, once in port a horde • The Knights capture the Hawk herself, gaining
of sailors — pirates actually — from two oth- a much better-armed and formidable vessel.
er ships and from the Margit-sympathetic town Moderator’s stakes (2):
itself, swarm the docks and attempt to take the
Majestic. Any crew who went into the town be- • The Knights win the battle but barely, each
fore the attack are likely to be taken prisoner by taking minor wounds. The pirates realize they
townspeople loyal to Margit. are fighting Knights in disguise and dive down-
wind in an attempt to escape and disappear
In all three versions of the confrontation, there into the grey clouds below.
is likely to be fighting and this should be resolved
with a play or two. Negotiate whatever you and • Half the party takes major wounds.
your players wish, but the author suggests you try • A third of the party — determined by draw-
to set up the outcomes so that Margit escapes, ing random cards from their play decks — are
subdued and taken prisoner by Margit’s crew.
dren are obviously trying to capture the fleeting • The Knights are also able to slip away and
pirates as they could easily just blow them out disappear into the surrounding storm clouds.
the sky with their superior firepower. They are • The Child vessel is so badly damaged that the
showing uncharacteristic restraint as they race crew of the Majestic gets a 1-card cache they
through the dank, dark, grey haze of squall clouds. can use in any subsequent encounters with
Whether they have the tactical advantage or the enemy ship.
the pirates — and the Children — know they are • The Knights are able to take a Child officer
there, the Knights have a choice. They can watch prisoner during the crazy exchange of Po-
the pirates be taken or perhaps destroyed, or they tential powers. The intelligence they might be
can come to their aid. As the players make this able to force from him could prove useful.
choice it is important to emphasize a couple of Moderator’s stakes (1):
things to those unfamiliar with the Upwind set-
ting. First, the Children of the Dark are the Guild’s • The Majestic and surviving pirate ships are
greatest and most dangerous enemy. Second, there all able to get away, but the Child vessel has
is no way that the Knights — even allying with their measure and one of their officers has a
the pirates — are going to be able to take on the Potential power of her own by which she can
massive warship. Their only chance is as surprise effectively track the fleeing vessels. The Chil-
attack that distracts the Children just long enough dren of the Dark are coming and somehow
to allow a fast escape into the surrounding clouds. the characters can sense this.
The best tactic is for the Knights to drop all • All the Knights take minor injuries in their
pretense of being merchants and barrage the skirmish with the Children as wild Potential
Child ship with all the Potential they can bring backlash wracks their bodies.
to bear. Options could include de-masting the • One of the Knights takes a major injury and
Child warship with rending Wind, stunning her for his next three plays involving Children the
crew with a blast of Arc, pounding the deck with player 1-card Play hand penalty to represent
torrential Rain or using Ore to deform the ves- his abject fear of them.
sel’s metal fittings — all effectively preventing the • The Majestic is so badly damaged the Knights
enemy crew from maneuvering the dreadnought. and their crew must abandon the ship and
join the pirates aboard one of their vessels.
WHAT’S NEXT?
M aybe Margit is interrogating the char-
acters in a brig surrounded by armed
guards. Maybe she is leading them
on a tour of the camp as she checks on their
charges — the people treating her like a savior.
talk about fighting, how much she loves Margit
and perhaps make advances on Domnall or Bree
if either is being played — she is a creature of
impulse and urges and has never met anyone as
large as herself before.
Maybe they are in the makeshift infirmary where However you stage it, pile Margit’s good deeds
she begs one of the characters to use some heal- on top of more good deeds and even the most
ing Potential, or maybe they are sitting around heartless players should be desperate to help her
a plank and crate table eating a meager meal when the conversations are over. The characters
of porridge, hardtack and the last bottle of the are noble Knights after all, so it shouldn’t be that
Knights’ Vaultish wine. Give the players some hard to convince them of their duty.
time to sort out what they think about the true
situation and decide what they are going to do. Ultimately, a final decision will be forcibly de-
Roleplay through these interactions. The real layed as in the midst of these deliberations the
Margit will engage the players with strategic, lo- Child warship finally catches up with the pirates
gistical or moral questions while Cymbeline will and begins its assault.
GTFO
H owever the party and pirates evaded
the Children of the Dark dreadnought,
the Children have since made repairs,
used their potential to find the hideout, or have
simply been taking their time planning the as-
firepower to bear and clog the tunnel with the
wreckage of first pirate ship that tries to escape.
Though Margit’s core crew of pirate-refugees
respond quickly by manning the docked vessels
and cannon emplacements, it is obvious as the
sault. Now however, they have chosen — with rest of the survivors begin to panic that if the
a little help from you — the most dramatic Knights don’t intervene it will be a slaughter
moment to attack the pirate refuge. Any pirate when the Children enter the cavern.
sentries might provide a moment’s warning but Tell the players that Margit looks at them with
it is the rolling cannon fire from the entrance to beseeching eyes, then runs off without a word
the flight tunnel that gets everyone’s attention. to help her people. Give the them a few short
The Children are blasting away the ice sheets moments to come up with a plan, but do not let
hiding the harbor entrance and though their ship them dither. Keep the tension high by describing
is too large to enter they are readying launches the attack and the failing defenses
and deploying troops to the highland. As soon — cannon smoke billowing into
as the ice is cleared they can bring their massive the cavern, screaming people
35
GTFO
running, ships pulling away from docks and col- tle that becomes known as “The Clash of Pi-
liding in their haste, skippers screaming orders rate Rock.” They are debriefed by the Guild’s
no one can hear and of course that one lost finest tacticians and their insights become a
child standing alone crying as people run past, new chapter in the Academy’s Manual of Sky-
too intent or frightened to stop and help. Don’t ship Stratagems and Gambits.
give the party too much time to think and press Moderator’s stakes (3):
the players for their reactions.
• The pirates are all but wiped out and most of
As the ice falls finally crashes away exposing the the refugees are killed or captured and car-
gaping entrance and the Children pour from their ried off into the Dark by the Children. The
vessel and flood up the tunnel, call for a play. This Knights survive and escape, but are in no
final climactic encounter can be resolved as one condition to mount a rescue or pursuit. They
play or as a series of two or three successive plays, must therefore live with this tragic failure for
with each set of stakes based on the narrative out- the rest of their lives.
come of the previous play. Encourage your players
to make this decision. If they choose a single play, • The Knights each take a minor wound.
it needs to be a 3-card challenge level and you • The players all draw a random card from their
should use a cache and some big cards if you have play decks and the lowest card loses. That
them. If they opt to break the scene down into a player’s character takes a mortal wound.
series of plays, husband your resources and play • One or two characters are chosen at random
whatever cards make each bid most dramatic. by similar card draws and are also subdued
Player’s stakes: and taken prisoner. Their fates are ultimately
• Enough of the refugees manage to get away left to the possibility of a sequel to this ad-
that the pirates — and the Knights — have to venture.
count it as a win. The Q system intentionally allows modera-
• The Child dreadnought is disabled by the tors to push the odds up or down — tweak or
Knights’ skilled application of Potential and fudge — the score they bid against the players.
is forced to retreat. It’s officers report to This is a feature of the system and should be
their superiors about the potent abilities of a exploited to benefit the storytelling. If you want
young band of Explorer Knights and a fearful the players to save the day, bid lower cards, don’t
reputation is born among the enemy. play a crowning card and don’t use a cache. If
you judge that a failure in this instant would al-
• Margit and her crew are so thankful and ex- low for a more satisfying session because your
hausted, they surrender without resistance to players love heartbreaking drama, hit them with
arrest and the brig. your best cards, play a cache card and crown
• The Child dreadnought is destroyed in an ac- away. Let your storytelling instincts and the na-
tinic explosion of Potential and the Knights ture of the players help you make this choice.
become famous within the Guild for the bat-
36
37
The Uncharted Skies
A fragmented realm of countless islands drifting through a boundless ether.
The Light
A sourceless glow from the skies above that warms the Kingdoms of the Kin a
nd keeps the Children of the Dark at bay.
The Dark
A hidden world below — a shadowed dominion of
lethal dangers and ancient enemies.
The Wind
The potent force of elemental power
that forever blows from the Dark
towards the Light.
Upwind is a Tesla-punk fable - a roleplaying game powered by the narrative Q system, a stakes-based,
playing card-driven mechanic that gives every encounter consequences with meaningful, story-build-
ing outcomes. With its simple bidding rules, Upwind plays as fast as you can tell your story.
www.BiohazardGames.us